Quanta Dice and Rift Effects

Welcome back to the Quantum Rift Blog! If you missed our posts on Anatomy of a Card (Part 1 and Part 2), please read those before continuing, as we are building on the details shared there.

In today’s post, we will reveal further connections between the cards and dice in our game, and another innovation that brings additional skill, creativity and excitement to the connection shared last time: the option to Rift with a card in hand to boost any of your dice rolls. As with previous posts, we will do this with the aid of a new card, The Shy Sword, which is in Sabrien’s card pool and starts in your deck in your first adventure.

Let’s start with the Quanta symbols on The Shy Sword. Here we have 1 Red, 1 Yellow and 2 White (which means “any colour”). These represent the cost to deploy this weapon, but how will it be paid? Using your Quanta dice!

While some games used resources or mana as the “currency” for players to spend each turn, the Quantum Rift Adventure Card Game uses Quanta dice. At the beginning of the game, you receive dice matching those shown on your chosen Hero, which means 1 Red, 1 Green and 2 Yellow for Sabrien Reed.

When you have The Shy Sword in your hand and wish to deploy it, you will exhaust these four Quanta dice, using 1 Yellow and 1 Red and then the other Yellow and 1 Green to match the 2 White.

If you’re wondering why we use dice rather than simple tokens or counters, the short answer is that you can roll dice! One of the main reasons you might roll your Quanta dice is to perform a Quanta test, like the one in Sabrien’s game text which requires you to roll one or more ready (not exhausted) Yellow Quanta dice and get at least one success (a roll of 4 or more at default difficulty setting) to receive the +1 Defence.

Speaking of which, let’s return to the Rift action you can do on any of your dice rolls. In the previous post we revealed this means to add the Rift Number of a card in hand to your dice roll and then discard that card, but there is also the option to apply a Rift effect at the same time. Casting our eyes back to The Shy Sword, we can see one of its abilities is preceded by “RIFT:” which shows this is a Rift effect. Providing you have just rolled one of your dice – whether that be for an Attack, a Quanta test or some other reason – you can Rift with The Shy Sword to benefit from its effect for no cost other than discarding it. Rest assured, there are ways to get it back later because it’s a pretty good sword to have in play!

Which brings us nicely onto some bonus information for today. As you can see, the Attack value for The Shy Sword is +1, but it also has a Hit Icon (meaning 1 guaranteed Attack success) and an Attack Roll Bonus of +1 (meaning rolls of 3 or above are considered as Attack successes).

When Sabrien is equipped with The Shy Sword, you will now be able to roll 3 Attack dice and have a decent chance of getting 4 Attack successes in total (when the Hit Icon, the Attack Roll Bonus and option to Rift on any failures is taken into account).

You’ll also notice The Shy Sword boosts Sabrien’s Defence to 3, which can be further increased via his Response effect if you perform a successful Quanta test mentioned earlier.

We hope you’ve enjoyed hearing more about how the cards and dice in our adventure card game are connected and you are looking forward to playing. In our next post, we will reveal more about the meaning of Quanta, which goes much deeper than their colours. See you then!

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